lionz's Forum Posts

  • You need to check for the player level (a global variable) when you click. If it's 1 then you compare the experience and upgrade to 2. Then on next click and you check the player level it will be 2 and you can upgrade from 2 to 3. You can put all these condition checks in the button click event with else.

  • And let's see a screenshot of the array in debug view

  • What disappears? Send your file because not sure what you mean

  • You don't need to make loads of objects but I also can't imagine the system from your description. You can use a global variable to track experience and then change the animation of the equipment based on this, or something. I don't know what you want to happen but you can probably do it with one button.

  • The example level is to show how to use the persist behaviour. You add the behaviour to the objects and their state gets remembered when you leave and re-enter the layout.

  • So you give the coins the Persist behaviour. When they are destroyed, they remain destroyed. What are the issues you're having ?

  • You didn't say how you are adding data to the array, share those events

  • Move the values to 1,0 2,0 and 3,0. You're running through each X but only use X=0

  • The way in which you switch layouts is not really related to Persist behaviour, what are you trying to do?

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  • On collision with object should work

  • What is going on here? No do not use a tilemap object for an enemy in a platformer lol

  • I'm not really looking at the issue because it seems silly to do an on collision event with a background. You should use a sprite plugin for all enemies and there's no disadvantage to doing so, I don't understand the reasoning about stick type.

  • The only weird thing about this is that you are using a Tiled Background as an enemy. The Tiled Background is for a background, it doesn't have a collision box that you can edit.

  • I can see one possible bug where if you release E, you didn't stop barrage timer, so it will start the cooldown timer and then once barrage timer has actually finished it could start cooldown timer again. Maybe don't use that OR block, if E is released stop the barrage timer, of course with the other condition 'on barrage timer' you don't need to stop it.

  • What do you mean by solid? Events you could use are something like 'player on collision with spikes then destroy player'